Beta 20.3 Ship stats, bonuses and comment (OUTDATED, no time to play and update)

Beta 20.3 Ship stats, bonuses and comment (OUTDATED, no time to play and update)

Foreword


Beta 20.3 Ship stats, bonuses and comment (OUTDATED, no time to play and update) image 1

Remember to (up)rate. You can Favourite the guide too - it will show up higher in the list for you and you will be able to access it via one click after opening the Steam overlay :)!

These are three Pulsar guides I sometimes use myself:

Tips and Tricks by Daedalus1105

Pyro's megaguide to exploring the galaxy: Tips and tricks to make your journey easier by The Curious Pyro

Stealth and detection mechanics by Sir Knumskull which might be outdated as of Beta 20.3, because of the changes to the detection and scanning. RIP, you did well.

Disclaimer note: I have contributed to the "Tips and Tricks" by Daedalus1105 and some very small bits to Pyro's Megaguide to the Galaxy. And only after reading the Stealth and detection mechanics I finally understood it - after over 220 hours game time, I couldn't figure it out myself (I am, apparently, slow).

I may feel a bit biased towards them (I think they are excellent guides), but... there are simply not many more not-outdated-guides with much substance. These are the few great ones amongst outdated ones... which doesn't mean they are not good by themselves ;).

There are some problems in the game with the values - some values differ between the "choose-the-ship" screen, the gauges on the ship's internal screens and the parts' descriptions in tabmenu/SHIP. - those have been fixed since.

C.U. (Colonial Union) Ships

Intrepid - Starting Screen Stats


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Intrepid - Extended Stats

Italic text indicates weak points of the ship.

Big blue text indicates strong points of the ship.

Name Intrepid Type Light Frigate Starting Faction Colonial Union Starting Faction abbreviation C.U. Ship inherent bonuses +30% EM Detection

+20% Warp Range

+15% Diplomacy

Cargo slots 12 Extractor support Yes Reversible main thrusters Yes Number of non-main turret slots 2 Number of automatic turret slots 0 Number of Missile Silos 2 Number of Nuclear Device slots 2 Number of Sensor Array slots 4 Number of Processor slots 6 Number of Warp Drive Program slots 10 Starting Processors Jump +7 [level 1]

Shield +50 [level 1]

Cyber Defense +0.9 [level 3]

Shield recharger +5% of max [level 1]

Starting Warp Drive programs Emergency Shield Boosting

Thrust Booster

Detector

Barrage Instant AntiVirus

Mass 500 Aux Reactor power 3200 Starting Hull 1760 Starting Armour 75 Starting Shields 550 Starting Warp Drive effective range 7.2 Starting Warp Drive Standard Jump Module [Level 1] Starting Warp Drive Range 6.0 Starting Warp Drive Charges per fuel 3 Starting Warp Drive Charge Rate 3 Starting Thrust 23 Starting Reactor Output 17,000 Starting Reactor Max temperature 3000 Starting Reactor Heat output 100% Starting Reactor Emergency cooldown time 7s Starting Captain's Chair Colonial Classic Captain's Chair [level 1] Starting Captain's Chair bonus +10% EM Detection Starting Extractor StarSalvage E40 Starting Extractor stability 10 Starting Weaponry Main Turret

Laser Turret

Plasma Turret

Tracker Missile

Straight Shot

The good:A better-than average starting ship.

Extractor support;

Reversible main thrusters;

Not huge;

If you capture the Grim Cutlass, you can have its (best in the game?) Aux Reactor and keep the layout and other default parameters of the ship (actually, now that I think about it, you should capture it as soon as possible (remember about Block Long Range Comms, though!) if you're starting with Intrepid);

Has a hidden cyber-fox plush toy. I've just been told that the legend has it there are four cyber-fox plush toys hidden on the ship. (I have only found two and I think I did a thorough pass on the ship - figures)The bad:Nothing here for now.The ugly:Nothing here for now.

Roland - Starting Screen Stats


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Roland - Extended Stats

Secret: Jetpacks Work Aboard

Italic text indicates weak points of the ship.

Big blue text indicates strong points of the ship.

Name Roland Type Heavy Attack Vessel Starting Faction Colonial Union Starting Faction abbreviation C.U. Ship inherent bonuses +25% Shield Recharge Rate

+30% EM Detection

Cargo slots 48 Extractor support Yes Reversible main thrusters No Number of non-main turret slots 2 Number of automatic turret slots 4 Number of Missile Silos 2 Number of Nuclear Device slots 2 Number of Sensor Array slots 4 Number of Processor slots 5 Number of Warp Drive Program slots 10 Starting Processors Jump +7 [level 1]

Shield +50 [level 1]

Cyber Defense +0.7 [level 2]

Starting Warp Drive programs Emergency Shield Boosting

Thrust Booster

OverCharge Instant System Self-Healing

Instant AntiVirus

Mass 1020 Aux Reactor power 3200 Starting Hull 2112 Starting Armour 86 Starting Shields 600 Starting Warp Drive effective range 6.0 Starting Warp Drive Standard Jump Module [Level 1] Starting Warp Drive Range 6.0 Starting Warp Drive Charges per fuel 3 Starting Warp Drive Charge Rate 3 Starting Thrust 68 Starting Reactor Output 23,000 Starting Reactor Max temperature 3600 Starting Reactor Heat output 100% Starting Reactor Emergency cooldown time 10s Starting Captain's Chair Colonial Classic Captain's Chair [level 1] Starting Captain's Chair bonus +10% EM Detection Starting Extractor No starting Extractor Starting Extractor stability 0 Starting Weaponry Main Turret

Laser Turret

Plasma Turret

Tracker Missile

The good: A better-than average starting ship.

Humongous cargo capacity

Jetpack™ Support!

Extractor support

Bonus 25% shield recharge rate

Auto turrets.

The bad: Non-reversible main thrusters. Go forward or die.

Starting auto-turrets damage is laughable.

"Meh" starting programs.

Only 5 processor slots.

The ugly: Huge.

Problems with manoeuvring.

Problems with getting around the ship.

Can't get into tight spots in missions.

Problems when boarded.

Problems with infected hiding on the ship.

Problems with trolls.

Wasting time in transit.

Engineer's Fuel Pump ridiculously far from the Bridge.

Drives like a brick.

Maxxing the Special Inertia Training for the Pilot is mandatory and should take precedence over any other talent.

Outrider - Starting Screen Stats


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Outrider - Extended Stats

Extra Research MaterialsThe Best

Italic text indicates weak points of the ship.

Big blue text indicates strong points of the ship.

Name Outrider Type Research Vessel Starting Faction Colonial Union Starting Faction abbreviation C.U. Ship inherent bonuses

+30% Diplomacy

Cargo slots 12 Extractor support Yes Reversible main thrusters Yes Number of non-main turret slots 1 Number of automatic turret slots 0 Number of Missile Silos 2 Number of Nuclear Device slots 1 Number of Sensor Array slots 4 Number of Processor slots 8 Number of Warp Drive Program slots 10 Starting Processors Jump +7 [level 1]

Shield +50 [level 1]

Cyber Defense +0.9 [level 3]

Shield Recharger +5% max [level 1]

Starting Warp Drive programs Emergency Shield Boosting

Thrust Booster

Instant AntiVirus

OverCharge Barrage Detector

Mass 600 Aux Reactor power 6400 Starting Hull 1760 Starting Armour 75 Starting Shields 550 Starting Warp Drive effective range 10.0 Starting Warp Drive Long Range Jump Module [Level 1] Starting Warp Drive Range 10.0 Starting Warp Drive Charges per fuel 4 Starting Warp Drive Charge Rate 2 Starting Thrust 23 Starting Reactor Output 17,000 Starting Reactor Max temperature 3000 Starting Reactor Heat output 100% Starting Reactor Emergency cooldown time 7s Starting Captain's Chair Colonial Classic Captain's Chair [level 1] Starting Captain's Chair bonus +10% EM Detection Starting Extractor StarSalvage E40 Starting Extractor stability 10 Starting Weaponry Main Turret

Tracker Missile

The good: One of two best starting ships (the other being Carrier) overall! starting ship if you get chaos to 6 quickly, get all the research done and switch to Carrier by boarding!

Reversible main thrusters.

Extractor support

Bonus 30% Diplomacy

Grows its own research materials Tiniest ship of all Everywhere is within shouting distance

The Engineer's Fuel Pump lever is super close

Everything you will immediately need is on the Bridge except for lockers and the reactor itself

Small frame = harder to hit

Small frame = can get into places

10 processor slots. Two interesting starting programs.

The bad: Only 1 non-main weapon turret.

No Jetpack™ Support!

Relatively low cargo capacity.

No battle advantages except small frame.

Relatively weak in the endgame - once the research is done, you're worse than in a different ship with full research. Recommendation: as soon as you're done with all the research: buy some cheap-yet-relatively-good spare parts, put your good parts into your cargo hold, capture another ship (preferably a Carrier), steal all your good parts from cargo, extract what's good enough to sell left and keep extracting till it pops.

Relatively long distance to cover to get to the lockers/collect the research material.

The ugly: Nothing I can think of right now.

W.D. (Wolden-Dorf Corporation) Ships

W.D. Cruiser - Starting Screen Stats


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W.D. Cruiser - Extended Stats

+35% Turret Charge Speed

Italic text indicates weak points of the ship.

Big blue text indicates strong points of the ship.

Name W.D. Cruiser Type Strike Vessel Starting Faction Walden-Dorf Corporation Starting Faction abbreviation W.D. Ship inherent bonuses +10% Intimidation Cargo slots 24 Extractor support No Reversible main thrusters No Number of non-main turret slots 2 Number of automatic turret slots 0 Number of Missile Silos 2 Number of Nuclear Device slots 2 Number of Sensor Array slots 5 Number of Processor slots 4 Number of Warp Drive Program slots 10 Starting Processors Jump +7 [level 1]

Cyber Defense +0.4 [level 1]

Starting Warp Drive programs Emergency Shield Boosting

Thrust Booster

Sitting Duck Phalanx Instant AntiVirus

Instant System Self-Healing

Mass 520 Aux Reactor power 2800 Starting Hull 2500 Starting Armour 100 Starting Shields 400 Starting Warp Drive effective range 8.0 Starting Warp Drive WD Jump Drive [Level 1] Starting Warp Drive Range 8.0 Starting Warp Drive Charges per fuel 3 Starting Warp Drive Charge Rate 3 Starting Thrust 46 Starting Reactor Output 19,800 Starting Reactor Max temperature 2640

Starting Reactor Heat output 100% Starting Reactor Emergency cooldown time 10s Starting Captain's Chair W.D. Classic Captain's Chair [level 1] Starting Captain's Chair bonus +10% Turret Charge Rate Starting Extractor No Extractor support Starting Extractor stability No Extractor support Starting Weaponry Main Turret

W.D. Special

Spreadshot Turret Plasma Turret

The good: A better-than average starting ship.

Decent cargo capacity

Bonus 35% Turret Charge Speed

Bonus 10% Intimidation

Medium-sized, compact frame

The bad: Non-reversible main thrusters. Go forward or die.

No Extractor support!

No Jetpack™ Support!

Relatively "meh" starting programs, but good enough for fightning.

The doors on the ship don't really stand out and confuse new people as where the corridors and other rooms are.

The ugly: 4 processor slots.

W.D. Destroyer - Starting Screen Stats


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W.D. Destroyer - Extended Stats

+20% Turret Damage+50% Armour259

Italic text indicates weak points of the ship.

Big blue text indicates strong points of the ship.

Name W.D. Destroyer Type Armored Warship Starting Faction Walden-Dorf Corporation Starting Faction abbreviation W.D. Ship inherent bonuses

Cargo slots 8 Extractor support No Reversible main thrusters No Number of non-main turret slots 1 Number of automatic turret slots 2 Number of Missile Silos 2 Number of Nuclear Device slots 2 Number of Sensor Array slots 4 Number of Processor slots 4 Number of Warp Drive Program slots 10 Starting Processors Jump +7 [level 1]

Cyber Defense +0.4 [level 1]

Starting Warp Drive programs Emergency Shield Boosting

Emergency Shield Boosting

Thrust Booster

Instant AntiVirus

Mass 750 Aux Reactor power 3200 Starting Hull 3000 Starting Armour Starting Shields 400 Starting Warp Drive effective range 8.0 Starting Warp Drive WD Jump Drive [Level 1] Starting Warp Drive Range 8.0 Starting Warp Drive Charges per fuel 3 Starting Warp Drive Charge Rate 3 Starting Thrust 46 Starting Reactor Output 18,000 Starting Reactor Max temperature 2400

Starting Reactor Heat output 100% Starting Reactor Emergency cooldown time 10s Starting Captain's Chair Colonial Union Classic Captain's Chair [level 1] Starting Captain's Chair bonus +10% EM Detection Starting Extractor No Extractor Slot Starting Extractor stability No Extractor slot Starting Weaponry Main Turret

WD Special

Focused Laser Turret

The good: A better-than average starting fightning ship.

Bonus 35% Turret Damage.

Bonus 50% Armour.

Starting Hull and Armour are unmatched.

Medium-big sized.

The (only) non-main turret slot is right on the bridge.

Two auto-turrets

Two missile silos

The bad: Non-reversible main thrusters. Go forward or die.

No Extractor support.

Only one non-main turret slot (though it is right on the bridge).

The ship has a bit of a weird design. Expect running long distances to weapons.

Only 2400 max temperature of starting Reactor. Better have a good engineer and/or spend your money on coolant.

Weak (400) starting shield for a warship.

Relatively "meh" starting programs.

No Jetpack™ Support!

The ugly: 8 cargo capacity. Abysmal!

4 processor slots.

Colonial Union Classic starting Captain's chair with EM Detection bonus?!

A.O.G. (Alliance Of Gentlemen) Ships

Stargazer - Starting Screen Stats


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Stargazer - Extended Stats

-50% EM SignatureInstant Warp ChargeBlock Long Range CommsGentleman's WelcomeSiphon Credits

Italic text indicates weak points of the ship.

Big blue text indicates strong points of the ship.

Name Stargazer Type Stealth Transport Starting Faction Alliance of Gentlemen Starting Faction abbreviation A.O.G. Ship inherent bonuses

Cargo slots 12

4 in hidden compartment Extractor support Yes Reversible main thrusters Yes Number of non-main turret slots 2 Number of automatic turret slots 0 Number of Missile Silos 1 Number of Nuclear Device slots 0 Number of Sensor Array slots 5 Number of Processor slots 5 Number of Warp Drive Program slots 10 Starting Processors Jump +7 [level 1]

Shield +50 [level 1]

Cyber Defense +0.7 [level 2]

Starting Warp Drive programs Emergency Shield Boosting

Sitting Duck Phalanx 0x84B7A2

Mass 540 Aux Reactor power 3200 Starting Hull 1760 Starting Armour 75 Starting Shields 370 Starting Warp Drive effective range 7.0 Starting Warp Drive G.T.C. Silent Cricket [Level 1] Starting Warp Drive Range 7.0 Starting Warp Drive Charges per fuel 4 Starting Warp Drive Charge Rate 1 Starting Thrust 27 Starting Reactor Output 16,280 Starting Reactor Max temperature 3850 Starting Reactor Heat output 100% Starting Reactor Emergency cooldown time 5s Starting Captain's Chair Colonial Classic Captain's Chair [level 1] Starting Captain's Chair bonus +10% EM Detection Starting Extractor The Remover Starting Extractor stability 18 Starting Weaponry Main Turret

Shield Piercer Laser Turret

Laser Turret

The good: Hidden compartment with 4 slots

A better-than average starting cloak-and-dagger ship.

Reversible main thrusters.

Extractor support with the best starting Extractor from any ship

Bonus

Medium-sized, compact frame

Starting programs suite is superb

More processor slots than most ships

Good for boarding

The whole ship is about stealth, it will suit some playstyles, but not others.

The bad: The whole ship is about stealth, it will suit some playstyles, but not others.

Mediocre cargo capacity.

Actually weak in regular shootout fights (at least at the beginning).

Relatively weak inherent shiptype bonus.

Starting warp drive is super slow charging, you will use fuel for insta-charging it or die (either from getting shot or from boredom).

No Jetpack™ Support!

Only 1 missile silo.

The ugly: Nothing really ugly comes to mind.

Carrier - Starting Screen Stats


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Carrier - Extended Stats

Scrap Is More Likely To Contain ComponentsBlock Long Range CommsGentleman's WelcomeSiphon Credits7The Absolutely Best End-game Ship.

Italic text indicates weak points of the ship.

Big blue text indicates strong points of the ship.

Name Carrier Type Cargo Hauler Starting Faction Alliance of Gentlemen Starting Faction abbreviation A.O.G. Ship inherent bonuses Cargo slots 34

8 in hidden compartment

Extractor support Yes Reversible main thrusters Yes Number of non-main turret slots 2 Number of automatic turret slots 0 Number of Missile Silos 1 Number of Nuclear Device slots 2 Number of Sensor Array slots 4 Number of Processor slots 5 Number of Warp Drive Program slots 10 Starting Processors Jump + [level 1]

Cyber Defense +0.4 [level 1]

Starting Warp Drive programs Emergency Shield Boosting

Sitting Duck Phalanx Mass 380 Aux Reactor power 4800 Starting Hull 1800 Starting Armour 43 Starting Shields 140 Starting Warp Drive effective range 6.0 Starting Warp Drive G.T.C. Custom [Level 1] Starting Warp Drive Range 6.0 Starting Warp Drive Charges per fuel Starting Warp Drive Charge Rate 2 Starting Thrust 2 Starting Reactor Output 14,800 Starting Reactor Max temperature 3500 Starting Reactor Heat output 100% Starting Reactor Emergency cooldown time 5s Starting Captain's Chair Colonial Classic Captain's Chair [level 1] Starting Captain's Chair bonus +10% EM Detection Starting Extractor The Remover Starting Extractor stability 18 Starting Weaponry Main Turret

Plasma Turret

Shield Piercer Laser Turret

The good: One of the two best starting ships (the other being the Outrider).

One of the two best inherent ship bonuses in the game - less scrap, more part drops!

Extractor support with the best starting Extractor from any ship.

Starting programs suite is great (the best among ships).

Very big cargo space.

Hidden cargo compartment with 8 slots.

More processor slots than most ships.

Reversible main thrusters.

Good for basically anything - fight, smuggle, pirate, board, research - you name it.

Great for endgame - the inherent bonus will be useful for the whole game! One of the non-main turrets is super-close to the bridge - convenient!

The bad: Weak - and only two - starting processors.

Only one missile silo. Even the "research vessel" Outrider has two silos...

A bit weird architecture. After 100+ hours, I keep getting lost in the weird room in the middle.

Starting warp drive is super slow charging, you will use fuel to for insta-charging it or die (either from getting shot or from boredom).

No Jetpack™ Support!

A bit slow start, but once you have a few upgrades, you're going to be almost invincible.

The ugly: Very weak starting shields.

FB - Fluffy Biscuit Co. Ships

Fluffy One - Starting Screen Stats


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Fluffy One - Extended Stats

YesCyber Defense +0.9 [level 3]4

Italic text indicates weak points of the ship.

Big blue text indicates strong points of the ship.

Name Fluffy One Type Delivery ship Starting Faction Fluffy Biscuit Co. Starting Faction abbreviation FB Ship inherent bonuses Biscuit bomb "Nuke" + sector-wide EMP (to which you're immune)... ... with a free refill once per Chaos level Cookie maker mini-game

Crew starts with FB Multitools instead of repair tools

Cargo slots 18 Extractor support Reversible main thrusters No Number of non-main turret slots 1 Number of automatic turret slots 0 Number of Missile Silos 2 Number of Nuclear Device slots 1 Number of Sensor Array slots Number of Processor slots Number of Warp Drive Program slots 10 Starting Processors Jump +7 [level 1]

Shields +50 [level 1]

Jump +7 [level 1]

Experimental QDI-RCG +5% shield recharge for each program run

Starting Warp Drive programs Emergency Shield Boosting

Thrust Booster

Instant AntiVirus

OverCharge Barrage Detector

Mass 600 Aux Reactor power 000 Starting Hull 1500 Starting Armour 38 Starting Shields 550 Starting Warp Drive effective range 9.5 Starting Warp Drive Long Range Jump Module [Level 1] Starting Warp Drive Range 10.0 Starting Warp Drive Charges per fuel Starting Warp Drive Charge Rate 2 Starting Thrust 23 Starting Reactor Output 17,000 Starting Reactor Max temperature 3000

Starting Reactor Heat output 100% Starting Reactor Emergency cooldown time 7s Starting Captain's Chair Colonial Union Classic Captain's Chair [level 1] Starting Captain's Chair bonus +10% EM Detection Starting Extractor StarSalvage E0 Starting Extractor stability 10 Starting Weaponry Main Turret Laser Turret

Tracker Missile

Starting Biscuit Creation Station recipes Classic Biscuit Recipe

Emergendy Biscuit Recipe

Carrot Cake Biscuit Recipe

Healthy Biscuit Recipe

The good: EMP instead of a nuke. Non-changeable slot.

Kind-of-refreshing Biscuit Creation Station minigame.

Cookie trade mechanics. You get to sell cookies, get money and compete against other (AI) biscuit-selling ships on the leaderboard.

Cookie-demand radar (I kid you not!) on the bridge.

Best starting warp drive range (the same as Outrider, by the way).

Small-Medium sized (well, outside).

Starting sensors levels 3, 2, 2, 2 (instead of 1, 1, 1, 1 as on all? other ships).

Two missile silos.

Jetpack™ Support!

Extractor support.

Small-Medium sized (well, outside).

New music.

New suits and hats to complete your FB employee visage!

Functionally excellent ship layout - weapons and teleporter are almost at the bridge itself.

As above, to the point of being overpowered - the Science screen is next to the "pump fuel" lever. Scientists' dream come true... but as with all the dreams that come true comes the feeling of futility and nihilism. (This has been fixed since)

The bad: EMP instead of a nuke. If someone likes using nukes... you can't on this ship.

Non-reversible main thrusters. Go forward (and sell cookies) or die.

Only one non-main turret slot (though it is right next to the bridge).

The ship has a bit of a weird design. Expect running long distances to Engineering... but if someone is there, there is no need for a scientist on the bridge.

Relatively "meh" starting programs.

18 cargo capacity, though the cargo hold could actually have many more. Puzzling.

The ugly: processor slots.

38 starting Armour. Abysmal!

There is no actual ship specific bonus. The Biscuit creation station and trade aren't really bonuses.

You start with -5 W.D. reputation. Have fun going through their sectors...

The absolutely OP nature of the fuel pump next to the science screen in the Engineering.

Final Words

If you see any mistakes (factual, grammar errors, spelling mistakes) in the guide, please, let me know in the comments.

If the game is updated and I look like I'm not here to update the guide - poke me in the comments and I'll do what will be in my power to update it.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=918334313					

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